Reward-free exploration is a reinforcement learning setting studied by Jin et al. (2020), who address it by running several algorithms with regret guarantees in parallel. In our work, we instead give a more natural adaptive approach for reward-free exploration which directly reduces upper bounds on the maximum MDP estimation error. We show that, interestingly, our reward-free UCRL algorithm can be seen as a variant of an algorithm of Fiechter from 1994, originally proposed for a different objective that we call best-policy identification. We prove that RF-UCRL needs of order $({SAH^4}/{\varepsilon^2})(\log(1/δ) + S)$ episodes to output, with probability $1-δ$, an $\varepsilon$-approximation of the optimal policy for any reward function. This bound improves over existing sample-complexity bounds in both the small $\varepsilon$ and the small $δ$ regimes. We further investigate the relative complexities of reward-free exploration and best-policy identification.
Institute for Interdisciplinary Information Sciences (IIIS), Tsinghua University(清华大学交叉信息研究院)
Exploration is essential for reinforcement learning (RL). To face the challenges of exploration, we consider a reward-free RL framework that completely separates exploration from exploitation and brings new challenges for exploration algorithms. In the exploration phase, the agent learns an exploratory policy by interacting with a reward-free environment and collects a dataset of transitions by executing the policy. In the planning phase, the agent computes a good policy for any reward function based on the dataset without further interacting with the environment. This framework is suitable fo…
University of Colorado, Boulder(科罗拉多大学博尔德分校);University of Virginia(弗吉尼亚大学);Clemson University(克莱姆森大学)
We study incentivized exploration for the multi-armed bandit (MAB) problem where the players receive compensation for exploring arms other than the greedy choice and may provide biased feedback on reward. We seek to understand the impact of this drifted reward feedback by analyzing the performance of three instantiations of the incentivized MAB algorithm: UCB, $\varepsilon$-Greedy, and Thompson Sampling. Our results show that they all achieve $\mathcal{O}(\log T)$ regret and compensation under the drifted reward, and are therefore effective in incentivizing exploration. Numerical examples are …
Princeton University(普林斯顿大学);Samsung AI Center NYC(三星人工智能中心(纽约));Stanford University(斯坦福大学)
A major challenge in reinforcement learning is exploration, when local dithering methods such as epsilon-greedy sampling are insufficient to solve a given task. Many recent methods have proposed to intrinsically motivate an agent to seek novel states, driving the agent to discover improved reward. However, while state-novelty exploration methods are suitable for tasks where novel observations correlate well with improved reward, they may not explore more efficiently than epsilon-greedy approaches in environments where the two are not well-correlated. In this paper, we distinguish between explo…
Meta AI Research(Meta人工智能研究院);Technische Universität Darmstadt(达姆施塔特工业大学);Aalto University(阿尔托大学)
Reinforcement learning with sparse rewards is still an open challenge. Classic methods rely on getting feedback via extrinsic rewards to train the agent, and in situations where this occurs very rarely the agent learns slowly or cannot learn at all. Similarly, if the agent receives also rewards that create suboptimal modes of the objective function, it will likely prematurely stop exploring. More recent methods add auxiliary intrinsic rewards to encourage exploration. However, auxiliary rewards lead to a non-stationary target for the Q-function. In this paper, we present a novel approach that …
Princeton University(普林斯顿大学);Microsoft Research, New York(微软研究院(纽约));University of California, Berkeley(加利福尼亚大学伯克利分校);Massachusetts Institute of Technology(麻省理工学院)
Exploration is widely regarded as one of the most challenging aspects of reinforcement learning (RL), with many naive approaches succumbing to exponential sample complexity. To isolate the challenges of exploration, we propose a new "reward-free RL" framework. In the exploration phase, the agent first collects trajectories from an MDP $\mathcal{M}$ without a pre-specified reward function. After exploration, it is tasked with computing near-optimal policies under for $\mathcal{M}$ for a collection of given reward functions. This framework is particularly suitable when there are many reward func…
There is a strong link between the general concept of intelligence and the ability to collect and use information. The theory of Bayes-adaptive exploration offers an attractive optimality framework for training machines to perform complex information gathering tasks. However, the computational complexity of the resulting optimal control problem has limited the diffusion of the theory to mainstream deep AI research. In this paper we exploit the inherent mathematical structure of Bayes-adaptive problems in order to dramatically simplify the problem by making the reward structure denser while sim…
We study the Combinatorial Pure Exploration problem with Continuous and Separable reward functions (CPE-CS) in the stochastic multi-armed bandit setting. In a CPE-CS instance, we are given several stochastic arms with unknown distributions, as well as a collection of possible decisions. Each decision has a reward according to the distributions of arms. The goal is to identify the decision with the maximum reward, using as few arm samples as possible. The problem generalizes the combinatorial pure exploration problem with linear rewards, which has attracted significant attention in recent years…
University of Illinois at Urbana-Champaign(伊利诺伊大学厄巴纳-香槟分校);The University of Chicago(芝加哥大学);Stanford University(斯坦福大学);Google Research(谷歌研究院)
Although parallelism has been extensively used in reinforcement learning (RL), the quantitative effects of parallel exploration are not well understood theoretically. We study the benefits of simple parallel exploration for reward-free RL in linear Markov decision processes (MDPs) and two-player zero-sum Markov games (MGs). In contrast to the existing literature, which focuses on approaches that encourage agents to explore a diverse set of policies, we show that using a single policy to guide exploration across all agents is sufficient to obtain an almost-linear speedup in all cases compared t…
Model-based Reinforcement Learning (MBRL) has been widely adapted due to its sample efficiency. However, existing worst-case regret analysis typically requires optimistic planning, which is not realistic in general. In contrast, motivated by the theory, empirical study utilizes ensemble of models, which achieve state-of-the-art performance on various testing environments. Such deviation between theory and empirical study leads us to question whether randomized model ensemble guarantee optimism, and hence the optimal worst-case regret? This paper partially answers such question from the perspec…
University of Virginia(弗吉尼亚大学);Google Research(谷歌研究院)
We propose a bandit algorithm that explores purely by randomizing its past observations. In particular, the sufficient optimism in the mean reward estimates is achieved by exploiting the variance in the past observed rewards. We name the algorithm Capitalizing On Rewards (CORe). The algorithm is general and can be easily applied to different bandit settings. The main benefit of CORe is that its exploration is fully data-dependent. It does not rely on any external noise and adapts to different problems without parameter tuning. We derive a $\tilde O(d\sqrt{n\log K})$ gap-free bound on the $n$-r…
We propose Deep Q-Networks (DQN) with model-based exploration, an algorithm combining both model-free and model-based approaches that explores better and learns environments with sparse rewards more efficiently. DQN is a general-purpose, model-free algorithm and has been proven to perform well in a variety of tasks including Atari 2600 games since it's first proposed by Minh et el. However, like many other reinforcement learning (RL) algorithms, DQN suffers from poor sample efficiency when rewards are sparse in an environment. As a result, most of the transitions stored in the replay memory ha…
Google Research(谷歌研究院);DeepMind(深度思维);University of Alberta(阿尔伯塔大学);Mila, University of Montreal(蒙特利尔大学米拉研究所);Adobe Research(奥多比研究院);Facebook AI Research(脸书人工智能研究院)
We propose a bandit algorithm that explores by randomizing its history of rewards. Specifically, it pulls the arm with the highest mean reward in a non-parametric bootstrap sample of its history with pseudo rewards. We design the pseudo rewards such that the bootstrap mean is optimistic with a sufficiently high probability. We call our algorithm Giro, which stands for garbage in, reward out. We analyze Giro in a Bernoulli bandit and derive a $O(K Δ^{-1} \log n)$ bound on its $n$-round regret, where $Δ$ is the difference in the expected rewards of the optimal and the best suboptimal arms, and $…
Oregon State University(俄勒冈州立大学);Horizon Robotics(地平线机器人)
Efficient exploration remains a challenging problem in reinforcement learning, especially for those tasks where rewards from environments are sparse. A commonly used approach for exploring such environments is to introduce some "intrinsic" reward. In this work, we focus on model uncertainty estimation as an intrinsic reward for efficient exploration. In particular, we introduce an implicit generative modeling approach to estimate a Bayesian uncertainty of the agent's belief of the environment dynamics. Each random draw from our generative model is a neural network that instantiates the dynamic…
Exploration in environments with continuous control and sparse rewards remains a key challenge in reinforcement learning (RL). Recently, surprise has been used as an intrinsic reward that encourages systematic and efficient exploration. We introduce a new definition of surprise and its RL implementation named Variational Assorted Surprise Exploration (VASE). VASE uses a Bayesian neural network as a model of the environment dynamics and is trained using variational inference, alternately updating the accuracy of the agent's model and policy. Our experiments show that in continuous control spars…
University of Illinois Urbana-Champaign(伊利诺伊大学厄巴纳-香槟分校);Microsoft(微软);Microsoft Research(微软研究院);Google Research(谷歌研究院)
We study reward-free reinforcement learning (RL) under general non-linear function approximation, and establish sample efficiency and hardness results under various standard structural assumptions. On the positive side, we propose the RFOLIVE (Reward-Free OLIVE) algorithm for sample-efficient reward-free exploration under minimal structural assumptions, which covers the previously studied settings of linear MDPs (Jin et al., 2020b), linear completeness (Zanette et al., 2020b) and low-rank MDPs with unknown representation (Modi et al., 2021). Our analyses indicate that the explorability or reac…
Google Research(谷歌研究院);DeepMind(深度思考);University of Alberta(阿尔伯塔大学);Facebook AI Research(脸书人工智能研究院)
We propose an online algorithm for cumulative regret minimization in a stochastic multi-armed bandit. The algorithm adds $O(t)$ i.i.d. pseudo-rewards to its history in round $t$ and then pulls the arm with the highest average reward in its perturbed history. Therefore, we call it perturbed-history exploration (PHE). The pseudo-rewards are carefully designed to offset potentially underestimated mean rewards of arms with a high probability. We derive near-optimal gap-dependent and gap-free bounds on the $n$-round regret of PHE. The key step in our analysis is a novel argument that shows that ran…
The Pennsylvania State University(宾夕法尼亚州立大学);The Ohio State University(俄亥俄州立大学)
Reward-free reinforcement learning (RF-RL), a recently introduced RL paradigm, relies on random action-taking to explore the unknown environment without any reward feedback information. While the primary goal of the exploration phase in RF-RL is to reduce the uncertainty in the estimated model with minimum number of trajectories, in practice, the agent often needs to abide by certain safety constraint at the same time. It remains unclear how such safe exploration requirement would affect the corresponding sample complexity in order to achieve the desired optimality of the obtained policy in pl…
Inspired by the Reward-Biased Maximum Likelihood Estimate method of adaptive control, we propose RBMLE -- a novel family of learning algorithms for stochastic multi-armed bandits (SMABs). For a broad range of SMABs including both the parametric Exponential Family as well as the non-parametric sub-Gaussian/Exponential family, we show that RBMLE yields an index policy. To choose the bias-growth rate $α(t)$ in RBMLE, we reveal the nontrivial interplay between $α(t)$ and the regret bound that generally applies in both the Exponential Family as well as the sub-Gaussian/Exponential family bandits. T…
University of Illinois at Urbana-Champaign(伊利诺伊大学厄巴纳-香槟分校)
In this paper, we propose a novel neural exploration strategy in contextual bandits, EE-Net, distinct from the standard UCB-based and TS-based approaches. Contextual multi-armed bandits have been studied for decades with various applications. To solve the exploitation-exploration tradeoff in bandits, there are three main techniques: epsilon-greedy, Thompson Sampling (TS), and Upper Confidence Bound (UCB). In recent literature, linear contextual bandits have adopted ridge regression to estimate the reward function and combine it with TS or UCB strategies for exploration. However, this line of w…
University of California, Los Angeles(加州大学洛杉矶分校);Purdue University(普渡大学)
We propose a new bootstrap-based online algorithm for stochastic linear bandit problems. The key idea is to adopt residual bootstrap exploration, in which the agent estimates the next step reward by re-sampling the residuals of mean reward estimate. Our algorithm, residual bootstrap exploration for stochastic linear bandit (\texttt{LinReBoot}), estimates the linear reward from its re-sampling distribution and pulls the arm with the highest reward estimate. In particular, we contribute a theoretical framework to demystify residual bootstrap-based exploration mechanisms in stochastic linear band…
Ulsan National Institute of Science and Technology(蔚山国立科学技术院);OpenAI LP(OpenAI有限合伙公司)
This paper reviews exploration techniques in deep reinforcement learning. Exploration techniques are of primary importance when solving sparse reward problems. In sparse reward problems, the reward is rare, which means that the agent will not find the reward often by acting randomly. In such a scenario, it is challenging for reinforcement learning to learn rewards and actions association. Thus more sophisticated exploration methods need to be devised. This review provides a comprehensive overview of existing exploration approaches, which are categorized based on the key contributions as follow…
College of Computing & Informatics(计算与信息学院);Drexel University(德雷塞尔大学);Google(谷歌)
Training agents using Reinforcement Learning in games with sparse rewards is a challenging problem, since large amounts of exploration are required to retrieve even the first reward. To tackle this problem, a common approach is to use reward shaping to help exploration. However, an important drawback of reward shaping is that agents sometimes learn to optimize the shaped reward instead of the true objective. In this paper, we present a novel technique that we call action guidance that successfully trains agents to eventually optimize the true objective in games with sparse rewards while mainta…
University of Southern California(南加州大学);Google AI(谷歌人工智能部门)
Solving tasks with sparse rewards is one of the most important challenges in reinforcement learning. In the single-agent setting, this challenge is addressed by introducing intrinsic rewards that motivate agents to explore unseen regions of their state spaces; however, applying these techniques naively to the multi-agent setting results in agents exploring independently, without any coordination among themselves. Exploration in cooperative multi-agent settings can be accelerated and improved if agents coordinate their exploration. In this paper we introduce a framework for designing intrinsic …
This paper proposes an exploration method for deep reinforcement learning based on parameter space noise. Recent studies have experimentally shown that parameter space noise results in better exploration than the commonly used action space noise. Previous methods devised a way to update the diagonal covariance matrix of a noise distribution and did not consider the direction of the noise vector and its correlation. In addition, fast updates of the noise distribution are required to facilitate policy learning. We propose a method that deforms the noise distribution according to the accumulated …
Institute of Cognitive Neuroscience(认知神经科学研究所);Gatsby Computational Neuroscience Unit(盖茨比计算神经科学研究所);UCL(伦敦大学学院);Department of Psychology, Harvard University(哈佛大学心理学系)
The Hong Kong Polytechnic University(香港理工大学);Eastern Institute for Advanced Study(东方高等研究院)
Exploration is critical for deep reinforcement learning in complex environments with high-dimensional observations and sparse rewards. To address this problem, recent approaches proposed to leverage intrinsic rewards to improve exploration, such as novelty-based exploration and prediction-based exploration. However, many intrinsic reward modules require sophisticated structures and representation learning, resulting in prohibitive computational complexity and unstable performance. In this paper, we propose Rewarding Episodic Visitation Discrepancy (REVD), a computation-efficient and quantified…
In this paper, we study the pure exploration bandit model on general distribution functions, which means that the reward function of each arm depends on the whole distribution, not only its mean. We adapt the racing framework and LUCB framework to solve this problem, and design algorithms for estimating the value of the reward functions with different types of distributions. Then we show that our estimation methods have correctness guarantee with proper parameters, and obtain sample complexity upper bounds for them. Finally, we discuss about some important applications and their corresponding …
Sparse reward is one of the biggest challenges in reinforcement learning (RL). In this paper, we propose a novel method called Generative Exploration and Exploitation (GENE) to overcome sparse reward. GENE automatically generates start states to encourage the agent to explore the environment and to exploit received reward signals. GENE can adaptively tradeoff between exploration and exploitation according to the varying distributions of states experienced by the agent as the learning progresses. GENE relies on no prior knowledge about the environment and can be combined with any RL algorithm, …
Efficient exploration is one of the main challenges in reinforcement learning (RL). Most existing sample-efficient algorithms assume the existence of a single reward function during exploration. In many practical scenarios, however, there is not a single underlying reward function to guide the exploration, for instance, when an agent needs to learn many skills simultaneously, or multiple conflicting objectives need to be balanced. To address these challenges, we propose the \textit{task-agnostic RL} framework: In the exploration phase, the agent first collects trajectories by exploring the MDP…
In classical Q-learning, the objective is to maximize the sum of discounted rewards through iteratively using the Bellman equation as an update, in an attempt to estimate the action value function of the optimal policy. Conventionally, the loss function is defined as the temporal difference between the action value and the expected (discounted) reward, however it focuses solely on the future, leading to overestimation errors. We extend the well-established Q-learning techniques by introducing the hindsight factor, an additional loss term that takes into account how the model progresses, by int…
Efficient exploration is necessary to achieve good sample efficiency for reinforcement learning in general. From small, tabular settings such as gridworlds to large, continuous and sparse reward settings such as robotic object manipulation tasks, exploration through adding an uncertainty bonus to the reward function has been shown to be effective when the uncertainty is able to accurately drive exploration towards promising states. However reward bonuses can still be inefficient since they are non-stationary, which means that we must wait for function approximators to catch up and converge aga…
University of California, Los Angeles(加利福尼亚大学洛杉矶分校)
Off-policy reinforcement learning (RL) is concerned with learning a rewarding policy by executing another policy that gathers samples of experience. While the former policy (i.e. target policy) is rewarding but in-expressive (in most cases, deterministic), doing well in the latter task, in contrast, requires an expressive policy (i.e. behavior policy) that offers guided and effective exploration. Contrary to most methods that make a trade-off between optimality and expressiveness, disentangled frameworks explicitly decouple the two objectives, which each is dealt with by a distinct separate po…
Model-based reinforcement learning (RL) is appealing because (i) it enables planning and thus more strategic exploration, and (ii) by decoupling dynamics from rewards, it enables fast transfer to new reward functions. However, learning an accurate Markov Decision Process (MDP) over high-dimensional states (e.g., raw pixels) is extremely challenging because it requires function approximation, which leads to compounding errors. Instead, to avoid compounding errors, we propose learning an abstract MDP over abstract states: low-dimensional coarse representations of the state (e.g., capturing agent…
Conveying complex objectives to reinforcement learning (RL) agents often requires meticulous reward engineering. Preference-based RL methods are able to learn a more flexible reward model based on human preferences by actively incorporating human feedback, i.e. teacher's preferences between two clips of behaviors. However, poor feedback-efficiency still remains a problem in current preference-based RL algorithms, as tailored human feedback is very expensive. To handle this issue, previous methods have mainly focused on improving query selection and policy initialization. At the same time, rece…
University of Michigan(密歇根大学);Northwestern University(西北大学);Princeton University(普林斯顿大学)
To achieve sample efficiency in reinforcement learning (RL), it necessitates efficiently exploring the underlying environment. Under the offline setting, addressing the exploration challenge lies in collecting an offline dataset with sufficient coverage. Motivated by such a challenge, we study the reward-free RL problem, where an agent aims to thoroughly explore the environment without any pre-specified reward function. Then, given any extrinsic reward, the agent computes the policy via a planning algorithm with offline data collected in the exploration phase. Moreover, we tackle this problem …
University of California, Los Angeles(加利福尼亚大学洛杉矶分校);Google Research(谷歌研究院)
We study the stochastic contextual bandit problem, where the reward is generated from an unknown function with additive noise. No assumption is made about the reward function other than boundedness. We propose a new algorithm, NeuralUCB, which leverages the representation power of deep neural networks and uses a neural network-based random feature mapping to construct an upper confidence bound (UCB) of reward for efficient exploration. We prove that, under standard assumptions, NeuralUCB achieves $\tilde O(\sqrt{T})$ regret, where $T$ is the number of rounds. To the best of our knowledge, it i…
Reward-free reinforcement learning (RL) considers the setting where the agent does not have access to a reward function during exploration, but must propose a near-optimal policy for an arbitrary reward function revealed only after exploring. In the the tabular setting, it is well known that this is a more difficult problem than reward-aware (PAC) RL -- where the agent has access to the reward function during exploration -- with optimal sample complexities in the two settings differing by a factor of $|\mathcal{S}|$, the size of the state space. We show that this separation does not exist in t…
Facebook AI Research(脸书人工智能研究院);New York University(纽约大学);University College London(伦敦大学学院)
Exploration in sparse reward environments remains one of the key challenges of model-free reinforcement learning. Instead of solely relying on extrinsic rewards provided by the environment, many state-of-the-art methods use intrinsic rewards to encourage exploration. However, we show that existing methods fall short in procedurally-generated environments where an agent is unlikely to visit a state more than once. We propose a novel type of intrinsic reward which encourages the agent to take actions that lead to significant changes in its learned state representation. We evaluate our method on …
Massachusetts Institute of Technology(麻省理工学院);Norwegian University of Science and Technology(挪威科技大学)
We introduce an exploration bonus for deep reinforcement learning methods calculated using self-organising feature maps. Our method uses adaptive resonance theory (ART) providing online, unsupervised clustering to quantify the novelty of a state. This heuristic is used to add an intrinsic reward to the extrinsic reward signal for then to optimize the agent to maximize the sum of these two rewards. We find that this method was able to play the game Ordeal at a human level after a comparable number of training epochs to ICM arXiv:1705.05464. Agents augmented with RND arXiv:1810.12894 were unable…
There has been growing progress on theoretical analyses for provably efficient learning in MDPs with linear function approximation, but much of the existing work has made strong assumptions to enable exploration by conventional exploration frameworks. Typically these assumptions are stronger than what is needed to find good solutions in the batch setting. In this work, we show how under a more standard notion of low inherent Bellman error, typically employed in least-square value iteration-style algorithms, we can provide strong PAC guarantees on learning a near optimal value function provided…
University of Cambridge(剑桥大学);Tencent RoboticsX(腾讯机器人X实验室);Hong Kong University of Science and Technology(香港科技大学);Tsinghua University(清华大学);IDEA(粤港澳大湾区数字经济研究院);University of California, Los Angeles(加利福尼亚大学洛杉矶分校)
In this work, we study the simple yet universally applicable case of reward shaping in value-based Deep Reinforcement Learning (DRL). We show that reward shifting in the form of the linear transformation is equivalent to changing the initialization of the $Q$-function in function approximation. Based on such an equivalence, we bring the key insight that a positive reward shifting leads to conservative exploitation, while a negative reward shifting leads to curiosity-driven exploration. Accordingly, conservative exploitation improves offline RL value estimation, and optimistic value estimation …
An agent learning through interactions should balance its action selection process between probing the environment to discover new rewards and using the information acquired in the past to adopt useful behaviour. This trade-off is usually obtained by perturbing either the agent's actions (e.g., e-greedy or Gibbs sampling) or the agent's parameters (e.g., NoisyNet), or by modifying the reward it receives (e.g., exploration bonus, intrinsic motivation, or hand-shaped rewards). Here, we adopt a disruptive but simple and generic perspective, where we explicitly disentangle exploration and exploita…
University of Edinburgh(爱丁堡大学);University of Wisconsin–Madison(威斯康星大学麦迪逊分校)
Intrinsic rewards can improve exploration in reinforcement learning, but the exploration process may suffer from instability caused by non-stationary reward shaping and strong dependency on hyperparameters. In this work, we introduce Decoupled RL (DeRL) as a general framework which trains separate policies for intrinsically-motivated exploration and exploitation. Such decoupling allows DeRL to leverage the benefits of intrinsic rewards for exploration while demonstrating improved robustness and sample efficiency. We evaluate DeRL algorithms in two sparse-reward environments with multiple types…
Chalmers University of Technology(查尔姆斯理工大学);ENS(巴黎高等师范学院);CNRS(法国国家科学研究中心);PSL University(巴黎文理研究大学);Inria(法国国家信息与自动化研究所);National University of Singapore(新加坡国立大学)
We propose a generic, Bayesian, information geometric approach to the exploration--exploitation trade-off in multi-armed bandit problems. Our approach, BelMan, uniformly supports pure exploration, exploration--exploitation, and two-phase bandit problems. The knowledge on bandit arms and their reward distributions is summarised by the barycentre of the joint distributions of beliefs and rewards of the arms, the \emph{pseudobelief-reward}, within the beliefs-rewards manifold. BelMan alternates \emph{information projection} and \emph{reverse information projection}, i.e., projection of the pseudo…
University of Oxford(牛津大学);Mila(米拉(Mila)人工智能研究所);Université de Montréal(蒙特利尔大学);Microsoft Research(微软研究院)
To rapidly learn a new task, it is often essential for agents to explore efficiently -- especially when performance matters from the first timestep. One way to learn such behaviour is via meta-learning. Many existing methods however rely on dense rewards for meta-training, and can fail catastrophically if the rewards are sparse. Without a suitable reward signal, the need for exploration during meta-training is exacerbated. To address this, we propose HyperX, which uses novel reward bonuses for meta-training to explore in approximate hyper-state space (where hyper-states represent the environme…
The Chinese University of Hong Kong Shenzhen(香港中文大学(深圳));Shenzhen Research Institute of Big Data(深圳大数据研究院)
Maintaining the long-term exploration capability of the agent remains one of the critical challenges in deep reinforcement learning. A representative solution is to leverage reward shaping to provide intrinsic rewards for the agent to encourage exploration. However, most existing methods suffer from vanishing intrinsic rewards, which cannot provide sustainable exploration incentives. Moreover, they rely heavily on complex models and additional memory to record learning procedures, resulting in high computational complexity and low robustness. To tackle this problem, entropy-based methods are p…
Columbia University(哥伦比亚大学);Stanford University(斯坦福大学)
In a multi-armed bandit (MAB) problem a gambler needs to choose at each round of play one of K arms, each characterized by an unknown reward distribution. Reward realizations are only observed when an arm is selected, and the gambler's objective is to maximize his cumulative expected earnings over some given horizon of play T. To do this, the gambler needs to acquire information about arms (exploration) while simultaneously optimizing immediate rewards (exploitation); the price paid due to this trade off is often referred to as the regret, and the main question is how small can this price be a…
UC Berkeley(加州大学伯克利分校);Facebook AI Research(脸书人工智能研究院)
In online reinforcement learning (RL), efficient exploration remains particularly challenging in high-dimensional environments with sparse rewards. In low-dimensional environments, where tabular parameterization is possible, count-based upper confidence bound (UCB) exploration methods achieve minimax near-optimal rates. However, it remains unclear how to efficiently implement UCB in realistic RL tasks that involve non-linear function approximation. To address this, we propose a new exploration approach via \textit{maximizing} the deviation of the occupancy of the next policy from the explored …
Efficient exploration is a long-standing problem in reinforcement learning since extrinsic rewards are usually sparse or missing. A popular solution to this issue is to feed an agent with novelty signals as intrinsic rewards. In this work, we introduce SEMI, a self-supervised exploration policy by incentivizing the agent to maximize a new novelty signal: multisensory incongruity, which can be measured in two aspects, perception incongruity and action incongruity. The former represents the misalignment of the multisensory inputs, while the latter represents the variance of an agent's policies u…